Hello, I am Forien and with Kekilla's permission I took this module over from him. My job here is mostly to keep this module maintained and working on Foundry v11 and future updates. That said I am not opposed to expanding this module with additional systems or new features if there is big demand enough.
Since I took this module with next to no knowledge, keep in mind that I might not know if something is broken or not working as intended. Please feel free to contact me on Foundry Discord by pinging Forien. You can also join my Discord or report an Issue on GitHub.
I'm creating Foundry modules (full list of which you can find on my Foundry Profile) and maintaining them by spending my free time. If you would like to support me and the development of those modules, please consider becoming a Patron or donating through PayPal or Ko-Fi
Welcome to Plutonium!
We would like to remind you that neither Foundry nor Forge support piracy in any shape or form, and that all discussion related to the use of Plutonium should be done in our Discord.
Additionally, if you wish to screenshot or stream your game, we recommend Streamer Mode.
Hello, I am Forien and with Kekilla's permission I took this module over from him. My job here is mostly to keep this module maintained and working on Foundry v11 and future updates. That said I am not opposed to expanding this module with additional systems or new features if there is big demand enough.
Since I took this module with next to no knowledge, keep in mind that I might not know if something is broken or not working as intended. Please feel free to contact me on Foundry Discord by pinging Forien. You can also join my Discord or report an Issue on GitHub.
I'm creating Foundry modules (full list of which you can find on my Foundry Profile) and maintaining them by spending my free time. If you would like to support me and the development of those modules, please consider becoming a Patron or donating through PayPal or Ko-Fi
Welcome to Plutonium!
We would like to remind you that neither Foundry nor Forge support piracy in any shape or form, and that all discussion related to the use of Plutonium should be done in our Discord.
Additionally, if you wish to screenshot or stream your game, we recommend Streamer Mode.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
|
SPELL SLOT LEVEL |
SORCERY POINT COST |
|---|---|
|
1st |
2 |
|
2nd |
3 |
|
3rd |
5 |
|
4th |
6 |
|
5th |
7 |
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
경이로운 물건, (조율 필요)
이 망토를 착용한 동안, 당신이 실제로 서있는 위치 근처에 당신이 그곳에 서있는 듯한 환각을 투영합니다. 착용자에게 공격 굴림을 하는 모든 크리처는 불리함을 받습니다. 착용자가 피해를 입었다면, 이 성질은 다음 턴 시작 전까지 효과를 발휘하지 않습니다.
이 성질은 행동불능, 포박 등 이동할 수 없는 상태에서 사용할 수 없습니다.
경이로운 물건, (조율 필요)
이 망토를 착용한 동안, 당신이 실제로 서있는 위치 근처에 당신이 그곳에 서있는 듯한 환각을 투영합니다. 착용자에게 공격 굴림을 하는 모든 크리처는 불리함을 받습니다. 착용자가 피해를 입었다면, 이 성질은 다음 턴 시작 전까지 효과를 발휘하지 않습니다.
이 성질은 행동불능, 포박 등 이동할 수 없는 상태에서 사용할 수 없습니다.
경이로운 물건, (조율 필요)
이 망토를 착용한 동안, 당신이 실제로 서있는 위치 근처에 당신이 그곳에 서있는 듯한 환각을 투영합니다. 착용자에게 공격 굴림을 하는 모든 크리처는 불리함을 받습니다. 착용자가 피해를 입었다면, 이 성질은 다음 턴 시작 전까지 효과를 발휘하지 않습니다.
이 성질은 행동불능, 포박 등 이동할 수 없는 상태에서 사용할 수 없습니다.
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
| HP 업데이트 됨 | 두 배 | 적용 | 취소 |
|---|---|---|---|
|
39-7(7)=32
39-7[7]=32
|
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
3rd-level Soulknife feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Psychic Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
물질a melee weapon worth at least 1 sp
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
물질a bit of phosphorus or wychwood, or a glowworm
| HP 업데이트 됨 | 두 배 | 적용 | 취소 |
|---|---|---|---|
|
38-5(5)=33
38-5[5]=33
|
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
물질a bit of phosphorus or wychwood, or a glowworm
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
| HP 업데이트 됨 | 두 배 | 적용 | 취소 |
|---|---|---|---|
|
33-3(7)=30
33-3[7]=30
|
Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade (a simple melee weapon with finesse, thrown, and range 60 ft.). On a hit, it deals 1d6 + 5 psychic damage.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
반응행동which you take when you are hit by an attack or targeted by the magic missile spell
Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade (a simple melee weapon with finesse, thrown, and range 60 ft.). On a hit, it deals 1d6 + 5 psychic damage.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
물질a tiny strip of white cloth
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
자신의 차례에 추가 행동으로 기를 1 사용하여 회피 행동을 할 수 있습니다.
3rd-level Soulknife feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Psychic Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.
이 부츠를 착용한 상태에서는 이미 더 빠르거나 중갑을 입지 않은 이상 보행 속도가 30피트가 되며, 일반적인 거리의 3배를 도약할 수 있지만, 남은 이동 속도가 허용하는 거리보다 더 멀리 도약할 수는 없습니다.
3rd-level Soulknife feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Psychic Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
액션을 사용해 덫을 설치하면, 이 덫은 톱니 모양의 강철 고리를 형성하고 생물이 중앙의 압력 판을 밟으면 닫힙니다. 이 덫은 나무나 땅에 박힌 가시와 같이 움직이지 않는 물체에 무거운 사슬로 부착됩니다. 판을 밟은 생물은 DC 13의 민첩 내성 굴림에 실패 시 1d4 관통 피해를 받고 이동이 멈춥니다. 그 후, 생물이 덫에서 벗어날 때까지 사슬의 길이만큼(일반적으로 3피트 길이) 움직임이 제한됩니다. 생물은 자신의 행동으로 DC 13의 근력 능력치 굴림을 시도하여 성공하면 자신 또는 범위 내에 있는 다른 생물을 해방할 수 있습니다. 능력치 굴림이 실패할 때마다 갇힌 생물에게 1의 관통 피해를 줍니다.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
(몽크의 조율 필요)
용가죽으로 만든 섬세한 요대입니다. 착용하고 있으면 기 능력의 내성 굴림 DC에 +1 보너스를 받습니다.
또한, 무술 주사위를 굴린 수만큼의 기 점수를 회복하는 행동을 사용할 수 있습니다. 이 행동은 다음 새벽까지 다시 사용할 수 없습니다.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
물질a melee weapon worth at least 1 sp
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
2nd-level Bladesinging feature
You can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
While your Bladesong is active, you gain the following benefits:
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
물질a shaving of licorice root
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
물질a piece of cured leather
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
자신의 턴에 공격 행동을 취한 후, 추가 행동으로 기를 1 소모하여 박투술로 두 번 공격할 수 있습니다.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
물질a melee weapon worth at least 1 sp
You have a +1 bonus to attack and damage rolls made with this magic weapon.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
반응행동which you take when you are hit by an attack or targeted by the magic missile spell
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
근접 무기 공격을 적중시켰을 때, 기를 1 소모해 대상에게 DC 14의 내성 굴림을 시도하게 하여 실패 시 대상을 내 다음 턴 끝까지 기절시킵니다.
When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:
Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade (a simple melee weapon with finesse, thrown, and range 60 ft.). On a hit, it deals 1d6 + 5 psychic damage.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
주문이 끝나거나 행동을 통해 주문을 해제할 때까지 옷, 갑옷, 무기, 기타 소지품을 포함한 자신의 모습이 달라집니다. 키가 3피트 더 작아 보이거나 더 커 보일 수 있으며, 마른 체형, 뚱뚱한 체형 또는 그 중간으로 보일 수 있습니다. 체형은 바꿀 수 없으므로 팔다리의 기본 배열이 동일한 형태를 취해야 합니다. 그 범주 안에선, 환영의 길이는 시전자의 재량입니다.
이 주문으로 인한 변화는 실제로 접촉할 수 없습니다. 예를 들어, 이 주문을 사용하여 의상에 모자를 추가하면 물체가 모자를 통과하고 모자를 만지는 사람은 아무것도 느끼지 못하거나 머리와 머리카락을 느낄 수 있습니다. 이 주문을 사용하여 실제보다 날씬하게 보이게 하면, 손을 뻗어 만지려는 사람의 손이 공중에 떠 있는 것처럼 보이는 상태에서 부딪히게 됩니다 .
변장한 것을 알아채기 위해 생물은 자신의 행동으로 당신의 외모를 검사할 수 있으며, 주문 내성 DC에 대한 지능(조사) 굴림을 시도해야 합니다.
당신은 동의하는 한 생물체에게 손을 댑니다. 주문이 끝나기 전에 한 번, 목표는 d4를 굴려 나온 숫자를 원하는 능력치 판정 하나에 더할 수 있습니다. 목표는 능력치 판정을 하기 전이나 후에 주사위를 굴릴 수 있습니다. 그런 다음 주문이 끝납니다.
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
3rd-level Soulknife feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Psychic Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.
지속시간 동안, 당신은 30피트 이내에 있는 마법의 존재를 감지합니다. 이런 식으로 마법을 감지하면, 행동을 사용하여 해당 영역에서 마법을 지닌 눈에 보이는 생물이나 물체 주위에 희미한 오라를 볼 수 있으며, 마법을 지닌 생물이나 물체가 있다면 그 물체의 마법 학파를 알 수 있습니다.
이 주문은 대부분의 장벽을 통과할 수 있지만, 1피트의 돌, 1인치의 일반 금속, 얇은 납판, 3피트 두께의 나무나 흙으로 인해 막힙니다.
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
물질a tiny ball of bat guano and sulfur
당신은 범위 내에서 볼 수 있는 생물체에게 저주를 걸 수 있습니다. 주문이 종료될 때까지, 당신이 공격으로 그 목표물을 명중할 때마다 추가로 1d6의 사령 피해를 가합니다. 또한 주문을 시전할 때 한 가지 능력치를 선택하십시오. 목표물은 선택한 그 능력치로 하는 능력치 판정에 주사위 방해를 받습니다. 만약 이 주문이 끝나기 전에 목표물의 히트포인트가 0이 되면, 당신은 후속 턴에 보너스 행동으로 새로운 생물체에게 저주를 걸 수 있습니다. 목표물에게 제거 저주 주문이 시전되면 이 주문은 조기에 종료됩니다.
고위 레벨에서: 3레벨 또는 4레벨 주문 슬롯을 사용해 이 주문을 시전할 때, 최대 8시간 동안 집중력을 유지할 수 있습니다. 5레벨 이상의 주문 슬롯을 사용할 경우, 최대 24시간 동안 집중력을 유지할 수 있습니다.
물질the petrified eye of a newt
까칠한 에너지 광선이 범위 내의 생물체를 향해 내뻗습니다. 목표물에 대한 원거리 주문 공격을 굴려주십시오. 명중했다면 목표물은 1d10의 힘 데미지를 입습니다.
이 주문은 더 높은 레벨에서 여러 개의 광선을 만듭니다: 5레벨에서 두 개의 광선, 11레벨에서 세 개의 광선, 17레벨에서 네 개의 광선입니다. 당신은 광선들을 동일한 목표물이나 다른 목표물들을 향해 쏠 수 있습니다. 각 광선마다 별도의 공격 굴림을 해야 합니다.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
당신은 금지된 지식의 조각들을 배웠고, 그것이 당신에게 지속적인 마법 능력을 부여합니다.
악마의 시력
당신은 마법적이거나 비마법적인 어둠 속에서도 120피트 거리까지 정상적으로 볼 수 있습니다.
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
You learn fragments of forbidden knowledge that imbue you with an abiding magical ability.
전제 조건: 엘드리치 블래스트 소주문
당신이 엘드리치 블래스트를 시전할 때, 명중했다면 그 데미지에 당신의 카리스마 수정치를 더합니다.
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
당신은 주문을 자신의 필요에 맞게 뒤틀릴 수 있는 능력을 얻습니다.
신속 주문
당신이 시전 시간이 1 행동인 주문을 시전할 때, 이번 시전에 한해 시전 시간을 1 보너스 행동으로 바꾸기 위해 2점의 소서리 포인트를 소비할 수 있습니다.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
당신은 주문을 자신의 필요에 맞게 뒤틀릴 수 있는 능력을 얻습니다.
쌍둥이 주문
단일 생물체만을 목표로 하고 자신을 목표로 하지 않는 주문을 시전할 때, 당신은 그 주문의 레벨에 해당하는 수의 환술 포인트(소술인 경우 1점)를 소비하여 범위 내의 두 번째 생물체를 같은 주문의 목표로 지정할 수 있습니다.
주문이 현재 레벨에서 둘 이상의 생물체를 목표로 할 수 없어야 이 주문이 가능합니다. 예를 들어 매직 미사일과 화염 광선은 불가능하지만, 레이 오브 프로스트와 크로매틱 오브는 가능합니다.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
레이피어에 대한 숙련도를 가지면 그것으로 하는 모든 공격의 공격 굴림에 당신의 숙련 보너스를 더할 수 있습니다.
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
물질a glowing stick of incense or a crystal vial filled with phosphorescent material
Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade (a simple melee weapon with finesse, thrown, and range 60 ft.). On a hit, it deals 1d6 + 5 psychic damage.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
물질a pinch of soot and salt
당신은 마법적으로 최대 30피트까지 볼 수 있는 비어있는 공간으로 순간이동할 수 있습니다.
세부사항:
당신은 보너스 액션으로 최대 30피트 거리 내에서 볼 수 있는 비어있는 공간으로 마법적으로 순간이동할 수 있습니다. 당신은 이 특성을 당신의 숙련 보너스 값에 해당하는 횟수만큼 사용할 수 있으며, 한 번의 완전한 휴식을 취한 후에는 모든 사용 횟수가 회복됩니다.
당신은 마법적으로 최대 30피트까지 볼 수 있는 비어있는 공간으로 순간이동할 수 있습니다.
세부사항:
당신은 보너스 액션으로 최대 30피트 거리 내에서 볼 수 있는 비어있는 공간으로 마법적으로 순간이동할 수 있습니다. 당신은 이 특성을 당신의 숙련 보너스 값에 해당하는 횟수만큼 사용할 수 있으며, 한 번의 완전한 휴식을 취한 후에는 모든 사용 횟수가 회복됩니다.
You learn the cure wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
| Affinity | Spell |
|---|---|
| Good | cure wounds |
| Evil | inflict wounds |
| Law | bless |
| Chaos | bane |
| Neutrality | protection from evil and good |
You learn the cure wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
경이로운 물건, (조율 필요)
이 망토를 착용한 동안, 당신이 실제로 서있는 위치 근처에 당신이 그곳에 서있는 듯한 환각을 투영합니다. 착용자에게 공격 굴림을 하는 모든 크리처는 불리함을 받습니다. 착용자가 피해를 입었다면, 이 성질은 다음 턴 시작 전까지 효과를 발휘하지 않습니다.
이 성질은 행동불능, 포박 등 이동할 수 없는 상태에서 사용할 수 없습니다.
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
짐승, 식물, 채소와 제한된 방식으로 대화할 수 있습니다. 이들은 캐릭터의 말을 알아들을 수 있지만, 캐릭터는 그들의 말을 알아듣지 못합니다.
당신은 그들에게 영향을 미치는 모든 매력 능력 굴림에서 유리점을 얻습니다.
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
당신은 마법적으로 최대 30피트까지 볼 수 있는 비어있는 공간으로 순간이동할 수 있습니다.
세부사항:
당신은 보너스 액션으로 최대 30피트 거리 내에서 볼 수 있는 비어있는 공간으로 마법적으로 순간이동할 수 있습니다. 당신은 이 특성을 당신의 숙련 보너스 값에 해당하는 횟수만큼 사용할 수 있으며, 한 번의 완전한 휴식을 취한 후에는 모든 사용 횟수가 회복됩니다.
튼튼한 코등이와 가죽으로 싼 손잡이가 달린 중간 크기의 칼날입니다. 짧은 공격범위를 다재다능함으로 보완하는 무기입니다.
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
물질a piece of cured leather
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
반응행동which you take when you are hit by an attack or targeted by the magic missile spell
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
물질a glowing stick of incense or a crystal vial filled with phosphorescent material
북해의 비술로 상반되는 술법을 깨트립니다.
2nd-level Bladesinging feature
You can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
While your Bladesong is active, you gain the following benefits:
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
근접 무기 공격을 적중시켰을 때, 기를 1 소모해 대상에게 DC 14의 내성 굴림을 시도하게 하여 실패 시 대상을 내 다음 턴 끝까지 기절시킵니다.
황보영이 내성 굴림을 할 때, 반응 행동을 사용하여 결과값에 +5를 더할 수 있습니다.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
자신의 차례에 추가 행동으로 기를 1 사용하여 회피 행동을 할 수 있습니다.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
이 공격은 기존 피해에 더해 추가로 2d6점의 화염 피해를 가하며, 목표의 집중을 끊습니다.
또한 공격에 명중당한 목표는 다음 턴까지 주문 시전이 불가능해집니다.
이 공격은 기존 피해에 더해 추가로 2d6점의 화염 피해를 가하며, 목표의 집중을 끊습니다.
또한 공격에 명중당한 목표는 다음 턴까지 주문 시전이 불가능해집니다.
이 공격은 기존 피해에 더해 추가로 2d6점의 화염 피해를 가하며, 목표의 집중을 끊습니다.
또한 공격에 명중당한 목표는 다음 턴까지 주문 시전이 불가능해집니다.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade (a simple melee weapon with finesse, thrown, and range 60 ft.). On a hit, it deals 1d6 + 5 psychic damage.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
황보영은 자희로 벤 이후, 다중 공격을 포기하고 인간형 포박을 한번 사용할 수 있습니다.
당신은 사거리 내에 자신이 볼 수 있는 인간형 크리처 하나를 지정합니다. 이렇게 지정된 목표는 지혜 내성 굴림을 굴려야 하며, 실패할 시 주문의 지속시간 동안 마비 상태가 됩니다. 목표는 자기 턴이 끝날 때마다 다시 지혜 내성 굴림을 굴릴 수 있으며, 성공할 경우 목표는 주문에서 벗어날 수 있습니다.
상위시전. 당신이 3레벨 이상의 주문 슬롯을 사용해서 이 주문을 사용할 경우, 상승한 주문 슬롯 레벨 하나당 추가적으로 인간형 대상을 하나씩 더 지정할 수 있습니다. 각각의 목표는 서로 30ft 내에 모여 있어야 합니다.
물질작은 크기의 곧은 쇳조각 하나
당신이 택한 지점에서 20ft 반경 내에 있는 모든 크리처는 민첩 내성 굴림을 굴려야 하며, 실패할 시 8d6점의 냉기 피해를 받습니다. 내성에 성공할 경우 피해는 절반으로 줄어듭니다.
이 주문에 적중하면 이동속도가 10ft 감소합니다.
물질박쥐 구아노와 유황으로 만들어진 작은 공
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
반응행동which you take when you see a creature within 60 feet of you casting a spell
당신이 범위 내에서 선택한 지점으로부터 마법적인 어둠이 퍼져나가 지속시간 동안 15피트 반지름의 구체를 채웁니다. 이 어둠은 구석진 곳까지 퍼집니다. 암흑시야darkvision를 가진 생물도 이 어둠을 뚫고 볼 수 없으며, 비마법적인 빛으로는 이 어둠을 밝힐 수 없습니다.
만약 당신이 선택한 지점이 당신이 들고 있거나 착용하지 않은 물체 위라면, 그 물체로부터 어둠이 발산되어 물체와 함께 움직입니다. 불투명한 물체 예를 들어 그릇이나 투구 등으로 어둠의 발원지를 완전히 가리면 그 어둠이 차단됩니다.
이 주문의 영역이 2레벨 이하의 주문으로 생성된 빛 영역과 중복된다면, 빛을 생성한 주문은 무력화됩니다.
물질bat fur and a drop of pitch or piece of coal
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
까칠한 에너지 광선이 범위 내의 생물체를 향해 내뻗습니다. 목표물에 대한 원거리 주문 공격을 굴려주십시오. 명중했다면 목표물은 1d10의 힘 데미지를 입습니다.
이 주문은 더 높은 레벨에서 여러 개의 광선을 만듭니다: 5레벨에서 두 개의 광선, 11레벨에서 세 개의 광선, 17레벨에서 네 개의 광선입니다. 당신은 광선들을 동일한 목표물이나 다른 목표물들을 향해 쏠 수 있습니다. 각 광선마다 별도의 공격 굴림을 해야 합니다.
Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade (a simple melee weapon with finesse, thrown, and range 60 ft.). On a hit, it deals 1d6 + 5 psychic damage.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
물질a melee weapon worth at least 1 sp
You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:
Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
반응행동When a creature within 5 feet of you casts a spell, you can use
추가 행동으로, 긴 휴식 당 3 번 추가 행동으로 투명화할 수 있습니다. 이 효과는 다음 턴이 시작될 때까지 또는 자신이 공격하거나, 피해 굴림을 하거나, 누군가에게 내성 굴림을 강요할 때까지 지속됩니다.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
근접 무기 공격을 적중시켰을 때, 기를 1 소모해 대상에게 DC 14의 내성 굴림을 시도하게 하여 실패 시 대상을 내 다음 턴 끝까지 기절시킵니다.
당신은 범위 내에서 볼 수 있는 생물체에게 저주를 걸 수 있습니다. 주문이 종료될 때까지, 당신이 공격으로 그 목표물을 명중할 때마다 추가로 1d6의 사령 피해를 가합니다. 또한 주문을 시전할 때 한 가지 능력치를 선택하십시오. 목표물은 선택한 그 능력치로 하는 능력치 판정에 주사위 방해를 받습니다. 만약 이 주문이 끝나기 전에 목표물의 히트포인트가 0이 되면, 당신은 후속 턴에 보너스 행동으로 새로운 생물체에게 저주를 걸 수 있습니다. 목표물에게 제거 저주 주문이 시전되면 이 주문은 조기에 종료됩니다.
고위 레벨에서: 3레벨 또는 4레벨 주문 슬롯을 사용해 이 주문을 시전할 때, 최대 8시간 동안 집중력을 유지할 수 있습니다. 5레벨 이상의 주문 슬롯을 사용할 경우, 최대 24시간 동안 집중력을 유지할 수 있습니다.
물질the petrified eye of a newt
까칠한 에너지 광선이 범위 내의 생물체를 향해 내뻗습니다. 목표물에 대한 원거리 주문 공격을 굴려주십시오. 명중했다면 목표물은 1d10의 힘 데미지를 입습니다.
이 주문은 더 높은 레벨에서 여러 개의 광선을 만듭니다: 5레벨에서 두 개의 광선, 11레벨에서 세 개의 광선, 17레벨에서 네 개의 광선입니다. 당신은 광선들을 동일한 목표물이나 다른 목표물들을 향해 쏠 수 있습니다. 각 광선마다 별도의 공격 굴림을 해야 합니다.
까칠한 에너지 광선이 범위 내의 생물체를 향해 내뻗습니다. 목표물에 대한 원거리 주문 공격을 굴려주십시오. 명중했다면 목표물은 1d10의 힘 데미지를 입습니다.
이 주문은 더 높은 레벨에서 여러 개의 광선을 만듭니다: 5레벨에서 두 개의 광선, 11레벨에서 세 개의 광선, 17레벨에서 네 개의 광선입니다. 당신은 광선들을 동일한 목표물이나 다른 목표물들을 향해 쏠 수 있습니다. 각 광선마다 별도의 공격 굴림을 해야 합니다.
까칠한 에너지 광선이 범위 내의 생물체를 향해 내뻗습니다. 목표물에 대한 원거리 주문 공격을 굴려주십시오. 명중했다면 목표물은 1d10의 힘 데미지를 입습니다.
이 주문은 더 높은 레벨에서 여러 개의 광선을 만듭니다: 5레벨에서 두 개의 광선, 11레벨에서 세 개의 광선, 17레벨에서 네 개의 광선입니다. 당신은 광선들을 동일한 목표물이나 다른 목표물들을 향해 쏠 수 있습니다. 각 광선마다 별도의 공격 굴림을 해야 합니다.
상대의 모든 유형의 원거리 기술을 막아냅니다. 해당 공격으로 받는 피해는 2d10 + 5만큼 감소합니다.
만약 이 특성으로 해당 원거리 공격의 피해를 0점으로 감소시켰다면 그 투사체를 반사해 1d8+5만큼의 피해로 되돌립니다.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
반응행동which you take when you are hit by an attack or targeted by the magic missile spell
Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade (a simple melee weapon with finesse, thrown, and range 60 ft.). On a hit, it deals 1d6 + 5 psychic damage.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
물질a glowing stick of incense or a crystal vial filled with phosphorescent material
은월화가 내성 굴림을 해야할 때, 성공으로 취급할 수 있다.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
자신의 턴에 공격 행동을 취한 후, 추가 행동으로 기를 1 소모하여 박투술로 두 번 공격할 수 있습니다.
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
|
SPELL SLOT LEVEL |
SORCERY POINT COST |
|---|---|
|
1st |
2 |
|
2nd |
3 |
|
3rd |
5 |
|
4th |
6 |
|
5th |
7 |
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
담세령의 공격에 적중 당하면, DC16의 건강 내성 굴림을 해야합니다.
실패할 시 다음 턴까지 기절합니다.
당신이 범위 내에서 선택한 지점으로부터 마법적인 어둠이 퍼져나가 지속시간 동안 15피트 반지름의 구체를 채웁니다. 이 어둠은 구석진 곳까지 퍼집니다. 암흑시야darkvision를 가진 생물도 이 어둠을 뚫고 볼 수 없으며, 비마법적인 빛으로는 이 어둠을 밝힐 수 없습니다.
만약 당신이 선택한 지점이 당신이 들고 있거나 착용하지 않은 물체 위라면, 그 물체로부터 어둠이 발산되어 물체와 함께 움직입니다. 불투명한 물체 예를 들어 그릇이나 투구 등으로 어둠의 발원지를 완전히 가리면 그 어둠이 차단됩니다.
이 주문의 영역이 2레벨 이하의 주문으로 생성된 빛 영역과 중복된다면, 빛을 생성한 주문은 무력화됩니다.
물질bat fur and a drop of pitch or piece of coal
경이로운 물건, (조율 필요)
검은 비단과 희미한 은색 실로 엮은, 고운 옷입니다. 이것을 착용하는 동안 다음과 같은 이로운 효과를 얻습니다:
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
|
SPELL SLOT LEVEL |
SORCERY POINT COST |
|---|---|
|
1st |
2 |
|
2nd |
3 |
|
3rd |
5 |
|
4th |
6 |
|
5th |
7 |
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
까칠한 에너지 광선이 범위 내의 생물체를 향해 내뻗습니다. 목표물에 대한 원거리 주문 공격을 굴려주십시오. 명중했다면 목표물은 1d10의 힘 데미지를 입습니다.
이 주문은 더 높은 레벨에서 여러 개의 광선을 만듭니다: 5레벨에서 두 개의 광선, 11레벨에서 세 개의 광선, 17레벨에서 네 개의 광선입니다. 당신은 광선들을 동일한 목표물이나 다른 목표물들을 향해 쏠 수 있습니다. 각 광선마다 별도의 공격 굴림을 해야 합니다.
상대의 모든 유형의 원거리 기술을 막아냅니다. 해당 공격으로 받는 피해는 2d10 + 5만큼 감소합니다.
만약 이 특성으로 해당 원거리 공격의 피해를 0점으로 감소시켰다면 그 투사체를 반사해 1d8+5만큼의 피해로 되돌립니다.
은월화는 세 개의 전설적 행동을 가집니다.
다른 생물의 턴이 끝날 때 한번의 전설적 행동을 사용할 수 있습니다.
천충맹돌: 40ft 범위의 적을 따라가 은월도로 베어가릅니다.
월하낭후: 주문 '공포'를 사용합니다.
파사은광: 주문 '마법 무효화'를 사용합니다.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
담세령의 공격에 적중 당하면, DC16의 건강 내성 굴림을 해야합니다.
실패할 시 다음 턴까지 기절합니다.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
물질a drop of water or a piece of ice
You have a +1 bonus to attack and damage rolls made with this magic weapon.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
담세령의 공격에 적중 당하면, DC16의 건강 내성 굴림을 해야합니다.
실패할 시 다음 턴까지 기절합니다.
까칠한 에너지 광선이 범위 내의 생물체를 향해 내뻗습니다. 목표물에 대한 원거리 주문 공격을 굴려주십시오. 명중했다면 목표물은 1d10의 힘 데미지를 입습니다.
이 주문은 더 높은 레벨에서 여러 개의 광선을 만듭니다: 5레벨에서 두 개의 광선, 11레벨에서 세 개의 광선, 17레벨에서 네 개의 광선입니다. 당신은 광선들을 동일한 목표물이나 다른 목표물들을 향해 쏠 수 있습니다. 각 광선마다 별도의 공격 굴림을 해야 합니다.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
반응행동which you take when you are hit by an attack or targeted by the magic missile spell
상대의 모든 유형의 원거리 기술을 막아냅니다. 해당 공격으로 받는 피해는 2d10 + 5만큼 감소합니다.
만약 이 특성으로 해당 원거리 공격의 피해를 0점으로 감소시켰다면 그 투사체를 반사해 1d8+5만큼의 피해로 되돌립니다.
까칠한 에너지 광선이 범위 내의 생물체를 향해 내뻗습니다. 목표물에 대한 원거리 주문 공격을 굴려주십시오. 명중했다면 목표물은 1d10의 힘 데미지를 입습니다.
이 주문은 더 높은 레벨에서 여러 개의 광선을 만듭니다: 5레벨에서 두 개의 광선, 11레벨에서 세 개의 광선, 17레벨에서 네 개의 광선입니다. 당신은 광선들을 동일한 목표물이나 다른 목표물들을 향해 쏠 수 있습니다. 각 광선마다 별도의 공격 굴림을 해야 합니다.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
까칠한 에너지 광선이 범위 내의 생물체를 향해 내뻗습니다. 목표물에 대한 원거리 주문 공격을 굴려주십시오. 명중했다면 목표물은 1d10의 힘 데미지를 입습니다.
이 주문은 더 높은 레벨에서 여러 개의 광선을 만듭니다: 5레벨에서 두 개의 광선, 11레벨에서 세 개의 광선, 17레벨에서 네 개의 광선입니다. 당신은 광선들을 동일한 목표물이나 다른 목표물들을 향해 쏠 수 있습니다. 각 광선마다 별도의 공격 굴림을 해야 합니다.
까칠한 에너지 광선이 범위 내의 생물체를 향해 내뻗습니다. 목표물에 대한 원거리 주문 공격을 굴려주십시오. 명중했다면 목표물은 1d10의 힘 데미지를 입습니다.
이 주문은 더 높은 레벨에서 여러 개의 광선을 만듭니다: 5레벨에서 두 개의 광선, 11레벨에서 세 개의 광선, 17레벨에서 네 개의 광선입니다. 당신은 광선들을 동일한 목표물이나 다른 목표물들을 향해 쏠 수 있습니다. 각 광선마다 별도의 공격 굴림을 해야 합니다.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
물질a drop of water or a piece of ice
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
(몽크의 조율 필요)
용가죽으로 만든 섬세한 요대입니다. 착용하고 있으면 기 능력의 내성 굴림 DC에 +1 보너스를 받습니다.
또한, 무술 주사위를 굴린 수만큼의 기 점수를 회복하는 행동을 사용할 수 있습니다. 이 행동은 다음 새벽까지 다시 사용할 수 없습니다.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
물질specially marked sticks, bones, or similar tokens worth at least 25 gp